Splash Damage Interview

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By Apache

The Firing Squad interviewed Splash Damage about their recently released free expansion for Return to Castle Wolfenstein - Enemy Territory:

Q: A major feature of ET is the objective based system, where teams don't just fight each other or fight for flags, but attempt to disable the enemy team's tank or repair water pumps to clear a secondary route to the enemy base. Was this a goal from the outset, or did it come up during development? What kind of challenges did you face in trying to implement this?

Actually objective-based game-play, constructions, and several of the "new" Enemy Territory features already existed in Return to Castle Wolfenstein's original multiplayer design document (created by id and Nerve). Using this original design as a base, we worked towards making the objectives in Wolfenstein: Enemy Territory more plot-based - to the point where the whole map is built around the objectives and mission story. For example, in the map Rail Gun (based on Operation Dora from World War 2) the Allies have to stop the Axis from loading and firing a huge gun. In the process, the Axis team must move a tug around the map to collect the shells and transport them to the gun. In another map, Gold Rush, the Allies must steal and then escort a Jagdpanther tank through narrow streets in an African town in order to steal gold from a bank in the town square, while the Axis team tries to impede their progress by constructing barricades.